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uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
uniform vec3 eyePosition;
uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
if (normal.y < 0)
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
}
void main(void)
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = gl_Position.xyz;
vNormal = gl_Normal;
worldPosition = (mWorld * gl_Vertex).xyz;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(gl_Normal) == 0.0
? 1.0
: directional_ambient(normalize(gl_Normal));
#endif
gl_FrontColor = gl_BackColor = gl_Color;
}
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